The Meaning of Life, the Universe, and Everything.
The Island From Lost
Finished the map and had a blast! I could post a very long review of each area on here if you wanted, but it might drone on for a while so I'll only post it if requested to. Had two deaths, one to a dirtbag (literally!) in the first area and one to a cheaty Iron Golem who hit me through the wall :/
Great map! Hope that you continue to expand the concept with a Minimalist 2!
I must say, this map was a huge blast to play! A servermate and I decided to play it together and record it, the first time we'd ever played together, and it was by far the most fun I've had playing Minecraft.
Just completed this an hour or so ago with no deaths
Some general feedback:
It was overall a fun map. I'm not going to give blow by blow feedback for each area just because of the nature of the map, but I will say you become ridiculously OP by the black wool it's not even fair. I chugged a strength II potion while using the Soulblade and I obliterated the boss in a few seconds. Seriously, this boss needs to have around ten-twenty times more health and deal substantially more damage to even be close to a challenge with the gear you can get at this point.
Loot was good, sometimes even a little too good. You gave SO MANY potions out too. I had an entire double chest and then some full of them. The only brewing I did was to extend some potions and make some strength IIs from strength Is.
It felt sort of spawner spammy at times (especially at Lethal Laboratory, geez, the amount of creeper spawners in the wool room felt really overkill lol), but part of that is essentially having every spawner active in an area while you're in it, so I guess it's fine. Personally, I actually found the blue wool to be pretty difficult, mainly because bows suck underwater and the guardians can build up rather quickly. Red wool was fun, although the constant suffocating of the ghasts was pretty annoying. Green wool was also good. Brown felt a little mob spammy, especially where the charred soul was. That stupid witch area with the void made me want to cry, got stuck in a web over the void and I had to ender pearl my way out. The black wool (before the boss) had adequate difficulty, although the mobs in the portal room should be a little tougher and have their damage increased a touch, since they're not much of a threat right now (even though the wither skeletons have an insane amount of projectile protection, took around 5-6 hits with a power V bow to kill them).
Overall, if you like rushing things and are a more aggressive player, you should do very well in the map. Just watch those traps
I hate to be a bother, but there wouldn't happen to be a fortune pick at least made of iron (or a book with fortune) laying around in the map would there? I only made it to intersection 3 so far, and I have not been lucky with normal enchanting methods.
Before starting this i hadn't played minecraft for two years, so i died quite a lot, mostly because i kept forgetting how dangerous fire actually is. At least nine or ten of my deaths were from fire.
My favourite area was definately Nonsensical Nether. For some reason i really really enjoyed playing this area, the awesome aesthetic and confusing pathways put it above all the other enjoyable areas in the map imo
Least favourite area was the bossfight, simply because it was so ****ing easy. You really spoilt the player with all the potions in the map, which i enjoyed in all the other areas. But that made the boss no challenge at all, i didn't even have any fire resist potions but im pretty sure i still only went under half health once. Just strength and regen. + that custom healing splash potion you gave out right before the fight was OP and shouldn't have been there at all. This really ****ed up the pacing and made the end of the map not very satisfying to complete.
he aesthetics was slightly above avarage. No hard edges, everything seemed polished, but nothing that made me go "wow" either (the closest was probably nosentical nether).
Overall i really enjoyed the map (except the bossfight), and was suprised again and again over how much content you actually can have in a 24x24 cube.
I have never seen a CTM map like this before on the forums, the concept is original and it puts so much complexity and challenge into such little space. Due to my lack of experience in Minecraft as a whole (and the fact that I can be a complete idiot) meant I took longer to beat it than I should have, but that does not detract from the effort you put into this map. You did a brilliant job designing all the areas since the majroity seem bigger on the inside than they do on the outside and each area is also appealing to the eye. The unique names for each area are also a pleasant addition to the map; it is not common for people to use the literary device of consonance, but you did this very well Kaladun, and each name rationally coincides with the theme of each area. I'm not entirely sure why so many dungeons require players to go down ladders into danger, since I found myself in plenty of situations where going down a ladder was inherently hazardous due the monsters that were collecting below me. (Imagine going down a ladder to face some creepers like I did in the Zealous Ziggarat, sure it's challenging, but that is pretty sadistic too). The story behind Mullock was something I had to piece together since I was ambling about like a headless chicken, but I will have you know that I recognized your intention to add more details to this map with his backstory. The Lunar Lair's first chamber, Regal Redoubt, and Futile Fortresses were my favorite parts, and the space wither skeletons were my favorite custom mob.
Many of the design choices enhanced the challenge in a way that did not seem rational upon first inspection, but reflecting back, they made a lot of sense, so I have no justified reason to complain. There are some glitches to address. It is important to note that if the blocks at the spot in the Solar Shrine where the portal is supposed to spawn are disrupted by a creeper explosion or a player digging through the wall, then the command blocks that spawn the portal will not work, forcing players to do some research and make their own nether portal where the original was supposed to be. Also note that the Haunted Hedges needs a bedrock barrier between the top section and the bottom section, since I almost fell through the floor as creepers continued to blast their way through. The last thing I should mention is that the hallway to the Compact Caldera is open at the top and not blocked off with barrier blocks like the rest of the ceilings in the map, so players can escape the map there, but they will not find anything of use there.
There are some aspects to improve upon. Ghastly Glacier might need to be re-balanced since its more challenging than pursuing the black wool. Ghostly Gemstones has plenty of useful resources (diamonds) that cannot be seen at a first glance (the redstone ore and coal at the entrance served as a poor incentive for me to explore when I already had stacks of it), so enticing players to delve deeper (with some diamonds at the entrance maybe) would be helpful. I practically overlooked the Ghostly Gemstones as a consequence until the last minute, when I pursued the black wool and realized I had to go back. The distance between each 24x24x24 dungeon should also be extended with longer corridors/hallways to prevent players from spawning monsters well before they enter a new place (spawners might spawn only within a 3.5 block radius from the center, but they are still activated within a 16 block radius of the player by default). An alternative is to change the radius each spawner activates, but that would be more time-consuming. The stairway to the top of Regal Redoubt was blown up by a creeper when I played, so the conspicuous hints to go up there became moot with my mental blinders on; I'm not sure how that can be improved upon, but it is certainly something to possibly address. The ghast spawners in the Nebulous Nexus felt out of place, and scared me enough to circumnavigate the whole thing instead of relying on the jump boost potions provided by the ender mites like you intended, I'm sorry for being a wuss. A ladder or stairway back up to the entrance of the Nebulous Nexus would be nice too, since their is no immediate way back up to the platforms/entrance once players fall down. The most important thing you can do to improve this map, though, is to move the spawner for the magma cubes to a better location, since it currently spawns giant magma cubes that obstruct the first passage into the Lethal Labs. Each time a player is halfway through destroying a giant magma cube, another one takes its place, and this cycle repeats until there is virtually no way in or out.
Some questions still linger on my mind after playing through this whole map, and they are as follows:
-Why are the Sun Warriors not fire resistant? (Isn't the sun supposed to be hotter than lava)?
-If players do not bring flint and steel to the Lunar Lair and a creeper shuts down the portal by blowing up, how are they supposed to go back? (I was afraid of losing the indestructible flint and steel you provided so I did not bring it with me on that trip, which was foolish of me).
-Why do you hold off on giving players ample supplies of lapiz lazuli for enchanting until the blue wool area at intersection 3?
-Why do some of the nerds at the nursery spawn invisible? (I can see their tunics but their bodies are temporarily invisible).
-There's a glass floor in the hallway between the Majestic Monument and the Trepidatious Trees, which I inexplicably thought went to a place full of water for some dumb reason -so fell into the void when I went to inspect it, do you plan on using that as a feature in future patches (i.e. an idiot test) or do you plan to block it off with barrier blocks like everything else?
I would personally recommend this map to anyone familiar with Minecraft and CTM maps, but not to somebody like me, who played minecraft for the first time on camera with this map practically.
If anyone is curious and wants to see me make a fool of myself, there's a link to my let's play of the map below (more episodes are scheduled for release as of 1/16/16):
So, I've been working on a few maps in my spare time, and I have a three-wool minimap almost ready to release (2-4 weeks before beta testing). Here's some screenshots of some of the areas to intrigue you.
A faded trail through a dangerous forest, long since conquered by your eternal foes.
A grand hall, where excess abounds and the Shadow Waltz echoes through the halls.
Gardens of Repose, where a fallen army has been put to new use.
Finished the map today with my brother! We ran into a little bit of a problem, the nether portal to get to the black wool area didn't load so we had to build it ourselves. But other than that we didn't run into any problems! A very fun little map!